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Is this map force cross-spawn?
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I don't like the base progression past your third... everything is basically walled off by high ground, and you either have to go through the middle to get to your other bases, or through your other bases. There are no middle, in-between paths.
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how exactly do you wall off the nat?
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@IronManSC Yeah...
I release to public cross position only because all tips I got was in that favor. I also did another version for me and my friends (not public) with only sud and east spawn positions. There is some little differences (debris, paths...). The only thing I don't like with this configuration, is that the nat to nat distance is 120... A litle bit near. Usually I prefere to be around 135. Main to main is 151 on the version below.
I am still working on it, but here what it gives: + Show Spoiler + - Wider paths down the statue - Less debris to let voidray free charge... - Not more bottom and top path
With motor pretty pics (outdated) + Show Spoiler + + Show Spoiler +
With this version, once nat is secure, third is easy to hold... A little bit turtle imo, but near Xel,Naga tower give view on cliff so this offer new possibilities of aggression. Bases progression is also more standard than the public version.
I am currently analyzing the possibility to remove bottom third on my personal (private release) version or just change third for 4minerals and 1gaz.
Thanks for comment  Keep it up your work!
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And here a fast example of what I talked about with little expand resources as third. But you still have choice to directly take third in the middle. But personally, I still do prefer the version above.
+ Show Spoiler + (outdated)
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i think i still liked the first version the most ^^ but i'd not use that many xel naga towers. 2 should be enough
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Excellent job in the aesthetics department.
I love how you managed to align the textures with the layout. That's actually so difficult that people gave up on it a long time ago. I dont remember anyone doing it since... I did it in a map 1½ years ago: + Show Spoiler +
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Having only 1 entrance for 3 bases is really heavy turtle mode which personally I don't like it. I like the last version the most, with low resources 3rd, that actually makes taking the 4th early matter much more then a normal map, which is cool.
If you only put the 7 and 2 positions possible it can actually make drops/ air very strong, since there is so much room for air to be in. I think actually 3base roach will be very weak, since only 1 ramp you can defend the half base pretty easy with simcity and force fields, this will actually be fun to watch
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Looks good but I woud say you should make the choke in the natural smaller, especially for toss to wall off if they FFE. I would also open up another ramp for the third but maybe block it off with destructable rocks. Those are the only things I could see.
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Thanks Johanaz! Yeah, I do take care when I place doodads. 
I did some games with this version (B3 low resources) moskonia, and the result was good!
Thanks to others, I will try to apply some ideas without losing my initial concept!
I wait pool results for more modifications.
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^^ I have some questions regarding your map, 1) what do you mean in the 2nd poll? what is the mine in the middle? :S 2) is the half expo's gas a high yield gas or a normal one? I am guessing it is normal  3) why didn't you submit your map to the MotM? just interested.
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@moskonia 1) Yes, the little mine in the middle on high grounds. 2) Normal 3) Not completely balanced and finish. I did what I can, but I would like to benefit of experience of others. More, Too many amazing map this month! Dark Shines, TPW Silver Sands, Psychosurgery, Fantazy, ... My map has no chance 
EDIT: Thanks for voting! I try to take all in consideration 
For helping, here few additional pics. if I decide to remove mine in the middle and if I decide to modify B3 (low resources).
As IronManSC told, if I keep cross position, the base progression is not standard, but distances are standard. If I keep Sud-East positions, base progression is standard, but distances are not. I am not looking to enlarge playable terrain, but I am very open to any terrain modification as you see! 
I see v1.2 and Low B3 resources is the way to go!
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your Country52797 Posts
2 of the nat ramps have rocks, the other 2 don't. Very refreshing layout, the aesthetics are better than I initially thought.
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You should rename this map to Nostromo. That's the name of the commercial mining ship in Alien, and it's a bad ass name.
I have nothing to comment on that map itself aside from the fact that it reminds me of Metropolis.
EDIT: I take that back. It reminds me a bit more of Metalopolis.
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@hoby2000 You are the man!
I do like it much better!
I have prepared a special dedicas for the name: + Show Spoiler +
Could someone change the topic title for: [M] (2) Nostromo
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Wow, after looking at the distance, it seems to be so small. how about enlarging it a bit? One way to do it I think would be to put rocks at the close ramps on the middle high ground, but I am sure there are other ways.
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Yeah I am on it. I will put 2 Huge/long debris to block bottom path and buttom middle path. Will take 4 debris in total (2debris per side). I will modify debris proprieties and debris will have 500 hp each.
map become custom if I change debris hp...
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You can use other things rather then debris, such as Terran buildings, I am sure a series of rax's or bunkers would make a good wall, and a cool one too
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Good idea! I will try something.
Edit: I hate the fact we can't modify hp of destructible objects (in data) without to get a custom map propriety. Now, I don't not get something interesting. I will try something else later.
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I add los on narrow path at the bottom. More risky to take that path... It balances some early agression like mass marines. Zerg can hide some banelings behind. Now, use the cliff or the Xel'Naga to avoid hidden attack by this narrow path. It also avoid too fast creep spread into enemy base. I also add los on each B3 (low resources) corner to let the possibility to hide a little group of units (banelings... siege tank... immortal) to let a change to defend against a 2bases allin. + Show Spoiler + (outdated)
I also add a little destructible panda in the middle of the low resources B3 to refer to my username  + Show Spoiler +
But I still can't figure out something to increase Nat-Nat distance...
EDIT: Nostromo v0.3 uploaded on NA Nostromo 6m1hyg v0.3 uploaded for testing on NA
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I just love the LoS you added, I think it can add possiblities for defence, but it wont help until you block off the middle high ground closer ramps, since as you showed in the anilyzer the shortest path is through the middle high ground and thus it wont matter if a side longer path has LoS.
After you block off the middle high ground closer ramps I think the reletivly close distance would be okish since taking the shorter path might lead to an ambush. I don't think normal hp rocks would hurt that much, while it might be annoying you can't change the hp it is not horrible.
While thinking on the matter, I got an interseting idea, while the LoS might be enough, you might wanna think of tightening up the path, so you can hit units that move through it more easily, therefore giving the attacking player a choice, go through the longer safer path, or go through the closer one and most likley get damaged a bit.
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Thanks Good Idea! I like it! I will try something by this way. To be useful as modification (risky path), I need to keep path near as possible of both nat cliff.
If someone want to know, I placed some invisible LOS on each side of spaced visible LOS to block completly the vision.
To be viable for fast expand protoss, I have to let something block the wider Nat. ramp. I feel like if I have x4 2000hp rocks, Its too much, especially when protoss goes voidray. I would like to be able to block the entire bottom path of the middle (on high ground) with only one debris, but even if I set the debris seize to 200% and more, it just looks bigger but it don't block bigger...
Both top corners of nats are a bit longer. Because of that, I was able to remove terrain near of nat cliff (the opposite that I did in 2 tests above). It gives a better looking result for sure. + Show Spoiler +
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v0.4 uploaded with few changes.
Changes: Bottom path is now smaller and more risky... Add holes at the bottom of both cliffs in the large middle (top of the map) where the statue is located. Add debris to increase rush distance in early game Add supply + bunker on both nat ramps to allow easier nat-wall (fast expand protoss).
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Awesome. I love the name with the Aliens shoutout. I will have to try the map out.
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A bit of quick feedback
Concerns 1. Natural FFE and wall-offs. Too hard? 2. Main bases highly air vulnerable, and pretty small. I liek how the natural has more space towards the main, though. 3. Standard third is very open 4. Standard 4th/5th is a main base (in this aspect I like that it is small and close to your main, but see point 2.)
Aesthetics - The texture used on low grounds seems uninspired to me. I also don't like how the same texture is used on the middle higher ground plateau. It looks especially bad when its a grid texture, I think.
Also, close spawns disable, right? GL HF, nice map
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Thanks TheAmazombie and Meltage.
Only south and East is open as spawn positions because I want to keep a standard expand progression. The only activated spawns are visible on analyzer pics.
I will think about your feedback and see what can I do.
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NAT Choke + Show Spoiler +
FFE Protoss (supply we see is now replaced by a neutral bunker...) + Show Spoiler +
Top Bases + Show Spoiler +
I did some changes, for the best I think. I did it on the 6m1hyg version. I will also apply changes on normal version then update pics on first thread.
Also add a change log section and updated new v0.5 pics (from 6m1hyg version...). Will update with normal version soon. Also add a new pool. I wrote below new pool last pool result.
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sick looking map.
looks like 2 bunkers walling off that little box behind the natural mineral line could be a little exploitative. 50% scv float invulnerability.
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Thanks GRCJH! What do you mean by 50% scv float invulnerability? 
I am working to enlarge main + NAT distances. New distances will be:
Main to main: ~200 NAT to NAT: ~145 Main will have ~45-50ccs
Will update when I will finish to redesign the ground and to replace doodads.
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I like this map VEEEEEERY much! But there is one tiny thing. I am all for the alien homage and Nostromo is a cool sounding name, but if this map ever would be considered to be feutured on the ladder or in the GSL etc, then I would consider changing the name so nothing tradmark or the like will come to hunt it. Great map, good job!
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Thanks MachineGunPanda!
V0.5 out!
Major changes have been applied. All pics. are new from v0.5 at least. I will follow with the no 6m1hyg version soon.
Finally, I add a banner for the map! I think you will like it. 
EDIT: I am on v0.6. Resize main and NAT a little bit (less long......) Change main ramp direction Replace some doodads I forgot/miss when I did my major changes.
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The Xel'Naga tower by the edge of the map is rather unnecessary. You can see enough of his army to tell that he pushing from the two in the middle. The only reason I would think it would be used for is to know how big is army is and what it is composed of. But if you need to know that you could throw down a scan, observer, or scout earlier. Other than that it looks like a very fun map!
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Your mineral placement seems a bit awkward. clump it up a bit and make also sure that there is always space behind them.
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On May 27 2012 23:06 MachineGunPanda wrote:I like this map VEEEEEERY much!  But there is one tiny thing. I am all for the alien homage and Nostromo is a cool sounding name, but if this map ever would be considered to be feutured on the ladder or in the GSL etc, then I would consider changing the name so nothing tradmark or the like will come to hunt it. Great map, good job!
Nostromo was originally the name of a novel that was written in 1904, so I don't think it's going to be a big deal.
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I don't think I like the changes of 0,6 even though it looks pretty decent. I got a few insights as a Protoss player if you're intersted:
In PvZ, I think a common build would be to block where you said and then make a forward wall at the ramp after a very fast 3rd base. Either that or a 2base all in such as immortal bust (but not gateway all ins, since those are good when there is long distance) which is very strong in such short distance, while Protoss would be fine against 3base roach if he makes cannons and wall at the ramp with sentries as support. Therefore in PvZ I think that Protoss will be favored, while I might be wrong 
In PvT, every Terran all in or pressure will be very strong. The short distance will make defending 1-1-1, 2rax, SCV - marine all in, and the rest very har to defend. So in this matchup I think T will be favored. This was true in the last version aswell but I still felt like its important 
In PvP I think that robo twilight wont be that strong, the small distance doesn't allow for a good base trade, I think the best things to do would be some sort of all in - 1base colo, charge-lot archon (dt's or not), 4gate phoenix, blink all in or anything else. But maybe since there is a small choke immortal expand could work, but it would be hard to defend still.
I don't know much about the other matchups
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@moskonia You are right. It is not a base trade map, but allin 2 bases is not that much good on this map. Too easy to defend NAT path from cliff. You have to get at least the little base to break the defending army in this path with a variety (ground / air) of units.
Yes in PvZ, sentries and immortal are strong. P 2bases push is strong. Z need to have at least 4bases at this time. Zealots sentry is strong too in early game. Voidray can be charged on debris/rocks, so that sucks for P. I never lose a game against a fast stargate.
Yes in TvZ, marauders + blue flames hellion + allin scv is strong!!! I have difficulties against that push!!! :/ Depending how good is terran player to avoid creep spread with hellions harassment, T could win easily. Drop is not bad too, but the is not rocks that block path and all paths are wide enough to cercle T army if zerg player split his army correctly (not all units in the same path). So zerg need to play on that point.
From my personal experience, I think it is balanced now. I will probably add one more texture on low ground and some doodads, but I think terrain is ok like this.
@Aunvilgod Mineral placement is not final and this is only the 6m1hyg version, But there is enough place behind each mineral on the map to place a spine or a spore by example (not a bunker everywhere; too wide for some places). I will take a look.
Thanks for comments
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I did not have time in last weeks and not more now, but I still find 1-2 hours to redesign the main-nat-third. I also added a bridge from main to the top bases (where blue lights are). And finally, I added destructible rocks (the only one on the map) on the xel'naga tower between two mains. Or course, big ramp is also wider.
lmk what you think comparatively to the old design (see overview at the first page).
Here a fast preview: + Show Spoiler +
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v0.7 uploaded on NA as Nostromo 6m1hyg lmk what you think!!!
Now it is the 6m1hyg version. I will try to upload a normal version with some modification for 2v2.
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